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Comrad_StaIin

Beta Tester
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Everything posted by Comrad_StaIin

  1. Comrad_StaIin

    Stop the Germans ! biased

    why do you compare a Tier 9 BB to a Tier 10 BB doesnt make any sense ?
  2. Comrad_StaIin

    Stop the Germans ! biased

    while the germans are pretty strong (and fun at that point) but certainly not OP in any way
  3. Comrad_StaIin

    Dunkerque

    jup mal ne abwechslung zu den lahmen super Dreds die man sonst auf tier 6 findet
  4. Comrad_StaIin

    Why the heck is the Belfast T7

    because she is in her post-war config
  5. Comrad_StaIin

    Scharnhorst - Preview

    ich würde statt dem Ruder Modul das Damage Control Mod 2 nehmen mit BoS und der flagge brennt man nur noch 30sec
  6. Comrad_StaIin

    The complete "ADLA" and "Versus" Series!

    he uses Full Load because thats how the HP pool in game is calculated
  7. Comrad_StaIin

    Prinz Eugen zu kaufen auf NA

    da die Hipper schon etwas schwach auf Tier 8 ist und die Eugen sogar schwächer ist sehe ich kein grund 45€ dafür auszugeben abgesehen davon ist die Scharnhorst ein bessere Captain Trainer der auch noch Spaß macht
  8. Comrad_StaIin

    Britischer Techtree

    noch ein Montana Klon...Nein Danke
  9. Comrad_StaIin

    Britischer Techtree

    die L3 hat 18" Kanonen (sollten aber etwas schwächer als die 46cm sein) und eine Geschwindigkeit die der der Yamato gleicht jedoch hat sie Panzerung die selbst die Yamato schwach aussehen lassen die AA kann man durch diverse Post war Refits auf ein angemessenes Level buffen z.B. mit den AA guns der Minotour
  10. Comrad_StaIin

    Britischer Techtree

    wie gesagt auf Tier 8 eine Pay-Wall und du willst nicht in tier 10 gefechten mit 23kn rumgurken fürm mich sieht der Britische BB ca so aus 3 Dreadnaught 4 Orion 5 Iron Duke 6 QE/R 7 Nelson 8 KGV/Vanguard 9 Lion (alle versionen als Rumpf upgrades) 10 L3 mit logischen Refits
  11. Comrad_StaIin

    german BB's not the only 1 with Turtleback armor

    the Mikasa has Turtleback too...just to let you guys know
  12. York would need an Aoba like RoF buff to work at that Tier you could also place it at tier 5 where you could leve it as is
  13. Hier mal was vom NA Forum um der Bow-on und Rückwertsgang Meta entgegenzuwirken das wichtigste (sehr) grob übersetzt: die Mechaniken können so umgestellt werden,dass T8-10 BB von großkaliebrigen Geschützen bow-on durchschlagen werden (nicht unbedingt Zitadellen aber 1/3(durchschlag) und 1/10(überpenetration) dmg)jedoch nicht von medium- und kleinkalieber Geschützen auf diese weiße könnten Bow-on BBs andere BBs nicht einfach so ignorieren was das camping "auflockern" sollte diese Mechanik müsste jedoch noch ausgiebig getestet werden
  14. Comrad_StaIin

    Britischer Techtree

    nun bei der Gneisenau haben sie sie eher verbessert anstatt sie zu verstümmeln
  15. Comrad_StaIin

    Tier VI Australian Premium Cruiser HMAS Perth

    ich denke der gehört zu den Briten
  16. Comrad_StaIin

    Britischer Techtree

    jedenfalls hat die Nelson auf Tier 8 nichts verloren die 16"er der Nelson waren ziemlich shite sogar Schlechter als die der Colorado ganz zu schweigen von der Nagato die einzigen Vorteile die die Nelson gegenüber der Nagato hat sind eine extra Kanone und 66% der Feuerkraft vorne das Schiff selbst ist riesengroß und liegt sehr hoch im Wasser wird wahrscheinlich auch vom Mond gesehen auf Tier 8 währe das Teil einfach nur opfer
  17. Comrad_StaIin

    Best fire-starter in game?

    Bismarck
  18. Comrad_StaIin

    Friedrich der Große

    die Friedrich hat nun mal genau die selbe Secondary wie die Bismarck nur eben ein Tier höher also kein wunder warum sie sich schwächer anfühlen
  19. Comrad_StaIin

    Britischer Techtree

    die KGV ist mehr T8 als die Nelson
  20. Comrad_StaIin

    Japanischer DD Baum Spaltung

    weil das die neuen Stats der geänderten Linie sind somit können die Tester die Testschiffe von den jetzigen Tree Schiffen unterscheiden also das ein ST z.B. nicht 2 Minekazes im Hafen hat (denke ich)
  21. Comrad_StaIin

    Japanischer DD Baum Spaltung

    habs mal im OP berichtigt
  22. Comrad_StaIin

    Update 0.5.11 am 08.09.

    außerdem sieht das loch "bescheiden" aus
  23. Comrad_StaIin

    Update 0.5.11 am 08.09.

    Patch notes Armour Viewer Added an option to view the armour layout for a ship in the Port in order to provide players with detailed information about a ship’s armour and construction: armour layout is displayed for stock hulls for all ships in Port or in Tech tree. Improved hull armour layout is available only for ships in Port with proper Hull module mounted. To enable the armour Viewer, click the button above the ship's performance characteristics. Because ships have a complex construction, we also added an option to enable or disable the display of separate armour types: Superstructures Casemate Auxiliary rooms Plating Vital ship parts (her citadel or — for destroyers — the central part of her hull) Main turrets To make armour layouts easier to understand, we also added a colour legend for armour thickness. For some ships selected armour types may include additional internal armuor. In this version it is not displayed yet for technical reasons, but it is there in the armour model: Internal citadel armour. For example, magazine armour for Kawachi and Wyoming; Internal ends armour. For example: Iowa steering engine armour, that links with citadel traverse; Internal decks, skews and bulkheads in ends, for example, on Tirpitz, Bismarck, Iowa, North Carolina Internal decks of casemates, hangars (for aircraft carriers) and auxillary locations. For example, part of armoured deck on Amagi, hidden under the top armoured deck. We are planning to include the display of these separate details in future versions as well. Epicenter A new game mode, Epicenter (working title) was added to the Random Battle type. This mode is aimed at encouraging aggressive gameplay with close range encounters. Epicenter is a modified version of Domination with the following differences. In this mode, three key areas are represented by concentric circles. Consequently: Players that are capturing the largest key area are capturing only this area Players that are capturing the middle key area are in fact capturing both this area and the largest key area Players that are capturing the smallest key area are in fact capturing all three key areas at the same time With this arrangement of key areas, the most advantageous tactic is to hold the central (smallest) key area The rate of earning points for holding key areas was increased in comparison with the Domination mode and is set to 3 points for the captured circle every 4 seconds. This mode is available for Battle Tiers on the "Big Race" (Battle Tier 5), "Trident" (Battle Tier 6-8), and "Tears of the Desert" (Battle Tier 9-10) maps. The probability of entering a battle in this mode when playing on ships of appropriate Tier is the same as for other modes on these maps. This game mode will replace the preceding experimental game mode "Zone" that was only available on the Big Race map. Interface One of the most frequent requests of our players was to increase the predictability of a Cyclone. To ensure a clear indication of weather changes, we added the following indicators to the battle HUD: A warning and a countdown timer that are displayed 5 minutes before the Cyclone starts A dynamic icon labeled "Cyclone" and a warning that spotting range will be decreased. They are displayed after the Cyclone starts. A warning and a countdown timer that are displayed 2 minutes before the Cyclone ends Switching between Port, Modules, Tech Tree, and Profile tabs in the Port was optimised Improved UI items related to bases/key areas and their circles: Boundaries of circles are now displayed in the Minimap in the battle loading screen New "Epicenter" game mode only: Capture progress will now be indicated within the base/key area circles in the Minimap Boundaries of circles that were previously marked with beacon buoys are now solid in the 3D world of the game. For key areas, the colour of the boundaries depends on whether the area is neutral, controlled by the friendly team, or controlled by the enemy team Reworked the appearance of the capture progress indicator displayed to the capturing player Maps Added a new map, "Archipelago". The location of this map is somewhere in the Far East, in the northern part of the Pacific. This tranquil region was a safe harbor for scientific research. However, it has now become an arena for fierce naval battles. This map will be available in Domination and Standard Battle modes. Changed the "Land of Fire" map". Both our research and the feedback we gathered show that gameplay on this map is complicated for a significant number of players. This map stood out due to its originality, but had issues related to the location of certain islands. The goal of the changes was to retain the originality of this map while making it more comfortable to play on for players controlling ships of various types: Islands located in the left part of the map were moved in such a way as to allow more (but not too much) cover for the centre and on the left flank Islands located at the spawn positions of both teams were reworked and moved so as to make it more comfortable for the ships to proceed in any direction from their spawn points Distances between islands located on the right flank were slightly increased in order to make gameplay on destroyers more comfortable as well as create conditions for successful gameplay on cruisers The island in the right-central part of the map (located in the "upper" team’s part of the map) was rotated by 180 degrees. This was done to make the gameplay balance more fair when the two teams are fighting for control of key areas C and B (in Ranked Battles) Moreover, some small islands located in various places on the map were redistributed and moved to improve the overall gameplay conditions and make it more comfortable for the ships to manoeuvre OLD NEW Changed the "Shatter" map. Our research showed that it is among the most complicated maps in the game in terms of gameplay. There were many gameplay aspects on this map that required high player skills, readiness to take risks, and forward planning. The main goal of changes was to make this map more comfortable to play on for players controlling ships of various types while keeping its distinctive features intact: The islands in the left part of the map were enlarged in order to make them more useful as cover areas Passages leading to the center of the map were made less "straightforward" to provide more headroom for maneuvering. The fairway was expanded in such a way that players were able to prepare for a retreat but the element of risk in gameplay near the map's center was retained More space was added to the central key area to increase its popularity and encourage combat between destroyers for control of this area Two gigantic islands in the central part of the map were made smaller. Now it will be easier to detour these islands from the rear Numerous islands in the right part of the map were removed because their usefulness was questionable. We also kept the open water in this part of the map for the sake of battleship players In the Standard Battle type, the bases are now placed diagonally across the map to decrease the probability of gameplay situations where a destroyer is capturing a base and is safe from the opposing team's fire because she is taking cover behind a large island Two large islands with a passage between them were added in the right part of the map to provide cover. With this addition, players now can use a risky but enticing opportunity to reach their opponents’ positions in the middle of the battle OLD NEW Fixed incorrect player spawn points on the "Strait" map Fixed various minor defects on the following maps: Ocean, Strait, Islands, Mountain Range, Okinawa, Solomon Islands, The Atlantic, Two Brothers, Neighbors, Loop, Estuary, Big Race, New Dawn, Tears of the Desert, Polar, Trident. Other Updates Game Balance Changes to Ships The reload time of the Surveillance Radar consumable was decreased in order to increase combat efficiency of cruisers in encounters with enemy destroyers. Instead of the previous 360 seconds (for standard equipment options) and 240 seconds (for improved), these are now set to 180 and 120 seconds respectively. The ammunition load of US fighters was increased by 33%. The goal of this change was to make fighter setups more powerful as well as encourage aircraft carrier players to engage their enemy counterparts and protect allied ships. Camouflages Added permanent camouflages with standard economical and battle performance bonuses for the following ships: Taiho, Ibuki, Kagero, Essex, Baltimore, Udaloi, Friedrich Der Groβe. Tashkent (alternative visuals), Prinz Eugen (event camo, alternative visuals) Removed the gamescom 2016 camouflage from camouflage schemes available for purchase Armour Models As part of our efforts to improve the game, we've finalised the revision of all armour models. Our aim is to bring the armour models created at different stages of game development to the same level of detail. In version 0.5.11, we've redefined armour for all aircraft carriers and Japanese battleships. In some cases, this has resulted in approximately 5% of HP being redistributed between the ship's parts. The improved level of detail of the inclined protective deck and ships' lines increased the chances of a ricochet for armour-piercing shells in some scenarios, particularly when hitting the ship on the bow or stern. Armour interaction with high-explosive shells and bombs is not affected. To better understand the changes we have introduced, let's take a look at a good example of hull armour protection: OLD NEW Cyclone When in Cyclone, visibility range is now reduced to 10 km instead of 8 km as it used to. This change will soften Cyclone's effect on the battle and increase gameplay comfort. Testing of New Ships Black Swan, Weymouth, Caledon, Danae, Emerald, Leander, Fiji, Edinburgh, Neptune, Minotaur, and Belfast UK cruisers as well as special warships Leningrad were added to the game client for testing by developers and supertesters. These ships are not available for purchase and research, but players may encounter them in battle. Note that the Smoke Generator consumable is available on UK cruisers as well as the ability to launch torpedoes one by one Training Added new training screens for novice players: Upgrades, Commander, Signals, Camouflage, and Flags In the Modules tab, a button was added that launches a training video Added an option to the player account menu. When clicked, the player will be redirected to the "Invite a Friend" page Mods and API Implemented support of the API (application programming interface) for creating mods Audio Added an option to play the user's music. It is enabled via the Audio tab of the Settings screen. Music files (in the MP3 format) that players want to listen to while playing should be added to the /res/userMusic folder located within the game folder. The game client should be restarted after adding music files to enable their playback. Added a new musical track for playback in battles. Added musical tracks (cues) for transitions between various states when in battle, including the transition from the "looking for opponents" state to the "active encounter" state. Improved ambient sounds. For entertainment purposes "Pirate" voice over option has been added to the game. We expect it to be turned on for special occasions. Log Files Implemented log rotation for the python.log file. This will help to keep the essential data that may be required when players contact the Customer Service Center. Minor Changes and Improvements Tirpitz: added correct visuals for float plane on the catapult gear. Tirpitz: armoured deck thickness has been increased by 30 mm to correct historical inaccuracy. Königsberg, Furutaka, Kirov: modernisation of secondary guns is now available in the second slot. Hashidate: corrected parameter "visibility range from aircraft" to ensure correct increase of characteristics between Tiers. Admiral Hipper: fixed camera and ship geometry crossing. Mutsuki: 360 degrees turn for fore guns has been added to all hulls. Kongo: hull (А) has been excluded due to low gameplay. New hull (A) is equal to old hull (B) in all characteristics except for survivability and rudder deflection time. Overall cost of the ship development has been decreased by the price of the old hull (B) research. Compensation to affected players will be credited automatically. Scharnhorst: fore anchor model has been added. This change may contradict historical realities, but it has been added by request of her owners. Scharnhorst: AA guns have been moved from Main Caliber to Secondary Caliber guns. Gneisenau (A): added 2 20-mm Flakvierling 30 AA guns. As a results of this change the average AA damage on 2 km distance has increased by 12 points (from 89 to 101). Fixed the bug where the in-game browser's cache was disabled. Corrected visual fire effects on US, Soviet, German, and Polish ships to remove their negative impact on aiming when the torpedo armament is selected. Fixed a bug where the battleship icon was displayed incorrectly for allied battleships during the Introductory Mission. Fixed a bug where the cursor was incorrectly positioned when the game client was run in the window mode. Fixed a bug where the GUI focus was lost in the log on window after unlocking the computer. Fixed a error where an incorrect hint was displayed when the maximum allowable number of signals was mounted on a ship. Fixed a bug where a pop up hint for the damage counter was incorrectly positioned. Fixed an error where the ship-to-aircraft spotting distance was miscalculated for an enemy aircraft detected by an allied unit because weather conditions were incorrectly taken into account. Fixed issue that caused lower survivability of some of the secondary guns on German battleships. Fixed issue that caused lower armor penetration for 420 mm HE shells on German Battleships. Added dark background to the menu in the chat screen, before this it used to be transparent. WG mark has been added for modernizations and commanders
  24. Comrad_StaIin

    Friedrich der Große

    man natürlich auch full dakka mit den Sekundären gehen
  25. Comrad_StaIin

    Japanischer DD Baum Spaltung

    sind doch alles Ninjas bis auf die Akizuki
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